Beispiel #1
0
func execMinion(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaNumParamsOk(L, 1, "ExecMinion") {
			return 0
		}
		ent := game.LuaToEntity(L, a.game, -1)
		if ent == nil {
			game.LuaDoError(L, "Tried to ExecMinion on an invalid entity.")
			return 0
		}
		if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMinion {
			game.LuaDoError(L, "Tried to ExecMinion on a non-minion.")
			return 0
		}
		if !ent.Ai.Active() {
			game.LuaDoError(L, fmt.Sprintf("Tried to ExecMinion '%s', who is not active.", ent.Name))
			return 0
		}
		exec := <-ent.Ai.ActionExecs()
		if exec != nil {
			a.execs <- exec
		}
		<-a.pause
		return 0
	}
}
Beispiel #2
0
func execIntruder(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaNumParamsOk(L, 1, "ExecIntruder") {
			return 0
		}
		ent := game.LuaToEntity(L, a.game, -1)
		if ent == nil {
			game.LuaDoError(L, "Tried to ExecIntruder on an invalid entity.")
			return 0
		}
		if ent.ExplorerEnt == nil {
			game.LuaDoError(L, "Tried to ExecIntruder on a non-intruder.")
			return 0
		}
		if !ent.Ai.Active() {
			game.LuaDoError(L, fmt.Sprintf("Tried to ExecIntruder '%s', who is not active.", ent.Name))
			return 0
		}
		exec := <-ent.Ai.ActionExecs()
		if exec != nil {
			a.execs <- exec
		}
		<-a.pause
		return 0
	}
}